I know this doesn't work but don't see what specifically disallows it/

Squad is

New thrawnMasCad BaneEmperor PalpatinePelleaon Filler

What spceific rule prevents me from dropping Emperor Palpatine for Grand Admiral Thrawn and having 2 copies of Thrawn on my squad?

It seems like it should be a reserves/reinforcements issue, but Pelleaon isn't reserves/reinforcemetns. It also isn't in the squad build, so I am trying to figure out exactly why this doesn't work. I know that it shouldn't work just can't figure out why not.

_________________When I left you I was but the learner . . . now I am the master.

The character that Pelleon replaces with must be a legal option, since the CE doesn't specifically state that it gets around any rules. Since adding a second Thrawn would violate the Unique restrictions, it isn't a legal option

I think swapping out Palps on throne presents one of the most interesting options. It's hard to really make a squad out of it, as you usually build with him in mind, but I could forsee swapping out Palps for some big attacker, who gets a bit of a head start.

I think swapping out Palps on throne presents one of the most interesting options. It's hard to really make a squad out of it, as you usually build with him in mind, but I could forsee swapping out Palps for some big attacker, who gets a bit of a head start.

Hmmm, how about purposely building the Cad/Arica squad with Palps on Throne in it simply with the intent of swapping in Arica for a headstart?

I think swapping out Palps on throne presents one of the most interesting options. It's hard to really make a squad out of it, as you usually build with him in mind, but I could forsee swapping out Palps for some big attacker, who gets a bit of a head start.

Hmmm, how about purposely building the Cad/Arica squad with Palps on Throne in it simply with the intent of swapping in Arica for a headstart?

exactly Same could be done with Jarael (although a waste of some points to do it). There are other beats that could gain a nice running start in this way as well. And with Swapping, could put a Lord Vader in a nasty position at the end of round 1.

Yeah, you do the switching AFTER setup, which would mean, with Palps on Throne, since he has Emplacement, that you could put him just about anywhere, then swap in Arica and have her smack dab on the front lines on Turn 1.

_________________-AaronMand'alor"You either die a hero, or you live to see yourself become the villain."

Oh, I see. The trade is made after Palpychair's placement is already made; thanks for clarifying for me. That IS a pretty nasty tactic. Used right, that would give you some pretty devastating attack options in rounds 1 & 2.

_________________"Don't give the tool more credit than the master." --Weeks

Yeah, the thing is, you'd really prefer to have your swapper piece have the head-start, and then swap Arica in when you're ready to make the big barrage. Having her start there is not optimal.

Eh, that seems pretty situational to me. I'd say it's either/or depending on a variety of other things like map and opponent's squad. The problem is her swap piece couldn't be the one replacing Palps. You'd have to build Palps in, with the intent to swap in Arica via Pellaeon.

It's building the squad with Throne Palps, placing him in a good spot, then using Pellaeon's CE to replace him with Arica. She could start out in a much better position to do major damage early in the game (possibly even turn 1).

Well, you could build the squad starting with Palps on Throne and then whatever your other swapper is. Then you use Pellaeon to switch out Palps for Arica, and then in the first round, you swap your swapper (say, Jarael) in for Arica. Then you could run her somewhere at the end of turn 1, and then you have your opponent activate first and (hopefully) your swapper survives (maybe, Jarael?), and then when you have 2 activations, you activate Thrawn, swap in Arica, and blow things away. Probably tough to pull off, especially to keep that deep strike swapper in position AND alive at the beginning of turn 2. Maybe if you ran RS Tarkin as well, but then you're talking about 27 points of tech (Pellaeon/Tarkin) just simply for pulling off a bit hit like that? I think I'd rather run Lobot for those points or something.

_________________-AaronMand'alor"You either die a hero, or you live to see yourself become the villain."

I coulda sworn that Pellaeon's ability let him swap a commander for a commander, which Arica isnt...did I misread the card?

If not, then this arguement is invalid, as you couldnt do it anyway.

If so, then half of me thinks this idea could be viable, if played right; the other half of me thinks its a gimmick, and if you dont manage to pull it off, you might be in a worse situation than if you hadnt done it.

Against the right squad on the right map it's going to work really well.

Against the wrong squad on the wrong map or anything in between, you're going to realize that it's not going to work as well and you just setup Palp in your starting area...swap in Arica and you still have the Tier 1 Stealth N Blue that Tim B. played at Regionals and Gencon last year.

I coulda sworn that Pellaeon's ability let him swap a commander for a commander, which Arica isnt...did I misread the card?

If not, then this arguement is invalid, as you couldnt do it anyway.

If so, then half of me thinks this idea could be viable, if played right; the other half of me thinks its a gimmick, and if you dont manage to pull it off, you might be in a worse situation than if you hadnt done it.

You can switch an Imperial commander for any Imperial character, commander or follower, who costs less. It is an interesting idea, no doubt.

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